To Arms! Discussion

3 months ago

@the_unseen89, I like the idea behind the deck - azorius beats via lands. Though if you're looking to recommend this as a cEDH deck, I'd definitely recommend some more optimization, locks & combos to close out the game.

If the best win you have available is as you say - via a 10/10 inkmoth beats then you may want to look at refining the strategy. Some notable cards you could include:
Reset
,
Call to Glory
,
Energy Arc
,
To Arms!
; these would allow you to effectively
Time Walk
your opponents, provided enough of your lands are animated.

With the aim to win/create a lock/use enough disruption by turn four, you definitely could look at
Stasis
, I'd recommend that in a cEDH environment you look into
Mystic Remora
and many other format staples. In the description this list features many links to cEDH decks - by viewing these and the descriptions/primers for cEDH decks you'll likely be able to get a stronger understanding as to the differences in play-style and why your deck would likely not be considered "high-power"

10 months ago

Fossil Cycle: One problem I see with these, is that without something like Trample, or other form of Evasion, these could be overpowered in a set with ability-less creatures.

Goblin Grabber: I like the Magnetic Theft ETB effect, but there's no reason it should die when unequipped. I would not complain if it was a red Kor Outfitter.

Goblin Spell-Snatcher: Compare that card to Mogg Sentry. It does not make for easy math when the creature is a 1/2, then a 3/3, then a 5/4, 7/5, and so on... Give the creature equal power and toughness, and get equal power and toughness from his ability. Simplify the math for the players.

Grand Sabertooth: This card would define a new level of power creep: 1-mana for a 2/2. The problem I see is that no player would ever choose to have a Tundra Wolves when they could have Isamaru, Hound of Konda (even better because it's not legendary).

Gravewarden: When I think of Muraganda, I'm imagining a primitive world, with cavemen, and wild animals. I don't imagine there are any societies on Muraganda organized enough to have a religion and a Cleric, and grave and death rituals. I suppose this same thing could be said about some of the other Shamans and Wizards in the set, that without being a part of Daelin's tribe, they're a little out of place. Could this card be salvaged with a different name and creature type?

Grip of Tar: In a set dependent on creatures without abilities, a 1/1 with Deathtouch is effectively a removal spell. This card is a 2-for-1. Not unlike Consuming Vapors, it should only hit creatures, though.

Heavy Cumulus: Should read like Vines of Vastwood so the creature doesn't get an ability.

Master's Whip: Should be phrased as "whenever equipped creature attacks" so the equipped creature doesn't get an ability.

Mind Devourer: Is his ability "instead" of doing damage? Or "in addition" to doing damage? If it's "in addition" the ability is useless, as he'll kill an opponent through damage long before he mills them out. If it's "instead", then it's just really bad. But, the even bigger problem, is that I'm not sure this is the set this creature belongs in, as Muraganda seems like a primitive world that wouldn't support a magical ecosystem where thoughts are abundant food. Most of this world's inhabitants are feral creatures and cavemen; not nearly the food supply for such a creature.

Mindleech Conch: I could nitpick this one, but honestly, I'd want to see how it played. It would kill an opponent by damage before its milling was relevant, but its "draw 2" when it hits is insane. And 3 power is pretty good, it stands up to most removal in the set, except the 1/1 deathtouchers.

Sidenote: On the subject of 1/1 Defender Deathtouch Ooze tokens, I feel like this set needs more of these as "removal" (Flash Foliage comes to mind as a template). These tokens would make combat quite relevant, and give the opponent a ~real~ incentive to choose an ability instead of the vanilla creature. It occurs to me, that a focus on removal of this type could make Tundra Wolves better than Isamaru, Hound of Konda, and I absolutely love that idea. As flavor, Muraganda seems primitive, so, the 1/1 Defender Deathtouch Oozes, traps and fights seem like the kind of removal that would be abundant on this world.

Nesting Grounds: Awesome card. I was hoping to see another 4 cards like this on theme. Some sort of "Daelin's Cave" in Grixis colors, or something else. If there can't be a cycle, (like Crypt of the Eternals) there needs to be a story to explain why not.

Oaken Club: Perfect equipment for this set.

Orb of the Masses: I think this would be one of the few times giving creatures abilities would be good. "Legendary" prevents (experienced) players from using it, then playing another and using the new one. In my mind, the first ability would say "whenever a creature with an ability enters the battlefield", and it should have an imposing presence like the monolith from 2001: A Space Odyssey; the stone that begins the next phase of evolution. It could be like a small choose-your-own-Akroma's Memorial.

Planar Lens: This is not the kind of equipment I'd expect to see on Muraganda. It seems too intellectual.

Primal Instincts: Nice art. Costing 4 is out of the question for something that can't kill opponent's attackers or replace itself. I'll point to Righteousness and Hold the Line, and To Arms!.

Primal Return: ironically Primal creatures don't count as creatures with no abilities while they're in the graveyard.

Primordial Pools: could probably be better with an ability more like Ooze Garden, since Deathtouch is basically removal in this set.

Pulop, the Planar Sentience: The artwork and name conjured up a totally different idea of what this card should do. The art depicts a slime devouring a man, and the name implies the slime duplicating the man. Let me just spitball this idea at you: +1: Create a creature token that's a copy of a creature ~ exiled. // -X: Search your library for a creature with converted mana cost X or less and exile it. // When ~ enters the battlefield, exile a creature card with converted mana cost 1 or less from your graveyard.

Pulop's Chosen: This might be too much power creep. Nim Abomination has the same stats as the Primal version.

1 year ago

I did at one point have Aetherflux Reservoir in there, I took it out, I didn't want to build the deck around life gain and or life doubler's ... Why... I don't know. a BIG LASER to the face is funny. but choking someone out with poison is somewhat satisfying.

I do have To Arms! in the deck. the reason why I have Benefactor's Draught in there is not only for untapping, but for the card draw. and card advantage is key especially with a massive amount of mana to spend.

I looked at your deck. very nice, I will definitely +1. and the best part is that it is different. which makes Selvala, Explorer Returned even better.

1 year ago

Hey man, I am a huge Selvala fan myself, and I have my own high power deck here with her at the helm. Although I think my deck is more around the 75% power level (I put some pet and budget cards in mine), I'm sure it will be worth a look for you, as it plays slightly differently and runs a different set of cards, but still can consistently win crazy fast.

Here are a few card choices I recommend:
In addition to Mobilize, etc. I recommend using To Arms! instead of Benefactor's Draught depending on your meta, since it doesn't untap their creatures.

Another combo that I use in my deck is Village Bell-Ringer + Temur Sabertooth. Although it is a little more mana intensive than the combos you already have, I like it because both cards are very useful individually (protecting and untapping your creatures).

Finally, I noticed that you have all this lifegain, but you don't have Aetherflux Reservoir? That seems criminal!

Darksteel Garrison- This protects a land, sort of like Darksteel Plate, but just for a land. It can also buff itself, which is fun! But the important part is that it gives one of your lands indestructible.

Dig Through Time- By far the most expensive card on this list, this card is a very good spell for finding exactly the cards you need for the current situation. You need a boardwipe? Grab one with ol Dig. This card is generally very good.

Fuel for the Cause, Steady Progress, and Tezzeret's Gambit- All provide the ability proliferate. Originally intended for Infect, this lets you put a +1/+1 counter on all of your lands, a strong ability. All along another effect. And the fact that you get creatures with Noyan Dar, Roil Shaper too Lots of power! The cast trigger the spells being cast will resolve after Noyan Dar, Roil Shaper creates an elemental. So you can cast the spell, get an elemental, and buff that elemental with a +1/+1 counter.

Mirrorweave- If you target one of your lands with this, because the base power and toughness is 0/0, all other creatures will have 0/0 power and toughness, killing them. If they have +1/+1 counters or another buff, they will not die. But Mirrorweave should be able to kill most threats.

Teferi's Response- They try to Path to Exile your land, you cast this. They read the card What the heck, this exists?! Unfair! point to the part that says land. This card ONLY helps you, in almost any other deck, it sucks. There is no use in any other deck, but in yours it is excellent. It draws two cards for 2 too. Keep in mind that this stops things like planeswaker abilities too. And it would destroy that planeswalker. Or anything that targets your lands. This is a good card for the deck.

To Arms! and Unity of Purpose- These not only let you untap if you are attacked, they also let you gain mana by tapping all of your lands for mana. Say you had 3 Islands and 4 plains as creatures, if you tapped them all then casted To Arms!, you would get 5 mana out of it. This is a cantrip and mana generator. And one draws you cards How can you resist that?

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